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Tuxlar

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Everything posted by Tuxlar

  1. For what use? Why would the world need such a thing with all the decent maps already out there? Only sane reason I can think of is for a cheap source of tailored filler maps for custom game modes that require mod accommodations within the map designs themselves, and where making such maps by hand would be overly time consuming/expensive.
  2. I wonder how a discussion like this would pan out if Slige/Oblige (or else any template-based map generator in general) were just but one practical option for map generation...
  3. Tuxlar

    Combating Sarcasm with Overt Hostility

    If you're "combating" sarcasm in the first place, you're already doing it wrong.
  4. Edit: See PM. Newer version, anyway.
  5. Tuxlar

    Minimalist Challenge

    Edit: Challenge/experiment concluded.
  6. Tuxlar

    Best Doom Wads?

    http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/v-z/void.zip http://www.doomworld.com/idgames/index.php?file=levels/doom2/m-o/mordeth.zip http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/d-f/fritter.zip
  7. Tuxlar

    Mapping when there are better mappers around

    http://www.doomworld.com/vb/showthread.php?s=&postid=1297740#post1297740
  8. Tuxlar

    multiplayer voodoo dolls

    http://www.doomworld.com/vb/doom-editing/68981-are-voodoo-dolls-coop-friendly/
  9. Not implying there's a right answer to this. Just curious.
  10. Tuxlar

    What is your preferred notion of 'done'?

    I'm just having fun with interpretations. Sometimes I do get legit-useful insight from thinking in such ways, even if they're a stretch.
  11. Tuxlar

    Minimalist Challenge

    Interest != value. Minimalism stands on its own, besides. Anyway, it's a reference, not a tutorial. Should have done it properly right from the start.
  12. Tuxlar

    Minimalist Challenge

    Noted. Also fixed it to work properly with constraints, but the SMM use is a bit less oppressive, as a result. Still accomplish their intended purpose, however. Left it un-textured, to emphasize it's ultra minimalist-ness (and totally not because I'm a lazy ass). I'm going to look into making a better reference guide for building common structures within constraints, soon. Might shave off some of the learning curve.
  13. Tuxlar

    What is your preferred notion of 'done'?

    I want to offer some ways to interpret the poll options:When I lose interest. - Your (ultimate) goal is undefined, and may not even be existent. You are going with the flow. The product/service at hand is itself irrelevant beyond its pleasurable qualities. Regardless of whatever it means to the world, to you, it's only a single-player game. When everyone else loses interest. - Your goal is whatever others' goals happen to be. The product/service itself doesn't matter, as long as others are made happy by it. To you, it's a multi-player coop game. Done is done. There is no grey area. - Your goal is to live up to standards. The product/service is irrelevant; it is but a practice for, and an expression of your ability and will to execute decisions already made. To you, it's a matter of honor; a multi-player competitive game. There is no done. Just 'acceptably unfinished'. - Your goal is presently undefined, but constrained by what it isn't, and upper-bound by an idea of what it could be. The product/service exists only as a means to solve a problem. To you, it's a puzzle game. There is no done. I am literally a slave to my work. - Your goal IS the upper-bound idea of what it could be. The eternally-elusive state of absolute perfection. The product/service is like life itself for you, and you're seeking nothing short of immortality itself (figuratively). To you, it's like an unending survival and/or sandbox game.These are simply my own interpretations. Take them as you will.
  14. Tuxlar

    Minimalist Challenge

    Speaking of ultra-minimalism with that design, I give you the Best Map In The History Of Forever! God help me. In slightly more serious news, here's v1.5 of UAC Budget Cuts, improving on visuals, fixing some constraint violations (doh!), and tweaking balance a bit more. Also, NoisyVelvet has sent me a snapshot of his map's layout with some gameplay. If he doesn't plan to continue, I'll try to finish it off myself at some point, time permitting. Seems worth salvaging; it's surprisingly spacious and good flowing, constraints or not.
  15. Tuxlar

    Tips on monster placement?

    Some tricks I like to use:It's okay for monsters to kill you, it's not okay to (unavoidably) take too long to kill them. Not my tip, but worth repeating. Plan monster encounters as if the player has a half-broken backpeddling key, and for some reason takes damage if they're made to stay in one area for more than 10 seconds. Running backwards constantly is often unfun, camping choke points is ofen unfun. Monsters placement should balance between easily-skippable and practically-unskippable. You shouldn't need 100% kills to beat the map, but on the same note, pacifist runs should be a real challenge. Not every area of the map is required to have monsters, and not all monster encounters need be life-threatening. Some encounters are just for the long-game; they're to put you in weird positions just to make you trip up and consume a few bits of ammo or health that you'll feel the sting for, later on. This one's very specific, and one I've learned recently: Don't trust Archviles. There's always a certain temptation (especially if you're aiming for some kind of replay value) to turn archviles loose to revive fallen monsters. If you do this, treat them like prisoners; they WILL try to break free of your intentions and overthrow your map balance!
  16. Tuxlar

    Dream Doom feature

    Bam
  17. Tuxlar

    Dream Doom feature

    Also, I wish there was a Thing flag for when a level begins with a pistol start (rather than a carry over).
  18. Tuxlar

    The "strong" points of Limit Removing

    Not without limits. Hence, 'limit removing'.
  19. Tuxlar

    The "strong" points of Limit Removing

    Or even things like MIDI vs MUS, technically-speaking.
  20. Tuxlar

    The "strong" points of Limit Removing

    Ah, forgot about ghosts. That's a very definite boom-unfriendly situation, but I imagine trading ghosts for boom features is still a small price, for many purposes. It is possible (but not always elegant, maybe) to compensate for the ledge issue with design, though. With all those conditions satisfied (and if you don't particularly care about Doomsday players, I guess), and if you don't have a logical reason (e.g. constraints for fun), THEN boom might be considered physically interchangeable with limit removing. ...I guess it's best to just consider them distinct, after all.
  21. Tuxlar

    The "strong" points of Limit Removing

    Ah, I stand corrected, then.
  22. Tuxlar

    The "strong" points of Limit Removing

    The issue that bugs me is the separation between 'limit removing' and 'boom compatible'. That is, physically there's almost no reason to not consider the two interchangeable; what sane popular ports remove limits that haven't also implemented boom, by now? I mean, sure, boom has some weirdness issues between ports, and some even in its own specification (ledge-stuck monsters seem to be the big one?). I'd say vanilla-only (AKA complevel 2, I guess?) weirdness issues (NOT limits!) can also be annoyances, for different reasons. In any case, both have their workarounds, I'm finding. If you're not using vanilla limits for reasons of humility or fun constraints, there doesn't seem to me to be a truly justifying reason to consider boom and 'limit removing' distinct, with the possible exception of making a "limit removing" map with potential intent to later back-port back to vanilla.
  23. Tuxlar

    Minimalist Challenge

    That turns out to be a pretty good balance of space and cover. I bet you could get away with (almost) an entire map of only that design, now that I think about it (for the utmost of minimalist purposes, I mean). If the goal is to simply maximize open space, a grid of 32x32 pillars seems to be the best option. Thin pillars can be a bit annoying for navigation, however, so it's best to use areas like these sparingly. Update: A few minor updates to my map (v1.4): - Blunted some 'dickish' moments, slightly. - Fixed some bugs and HOMs.
  24. Tuxlar

    Dream Doom feature

    Most importantly, it ought to be easy to share and use. It should work as loading any wad works now, along with even a way to auto-acquire all its required resource wads, map wads, etc.
  25. When I get my free time back, I have a few choices of what to do next:

    1. Resume work on my map generator, having acquired some of the SCIENCE I needed.
    2. Finish my Dig series.
    3. Contribute to tackling newstuff backlog and play some Wads of interest that have been piling up.
    4. Make a vanilla (episode-length?) map set.
    5. Contribute to other projects.
    6. Toy with zdoom gameplay modding.
    7. Update: Start a Doom Builder plugin for visualizing sound propagation.
    Not to imply this is a democratic or deferred decision. Just a snapshot of what's on my mind, I guess.

    1. Show previous comments  7 more
    2. Tuxlar

      Tuxlar

      Alright, just to be clear, I'm not touching my dig maps until my inspiration returns. I've learned that lesson, thank you very much.

      I feel like a big part of what's putting me off lately is that stupid minimalism experiment; despite its intentions and results, it pretty much appears a failure from any outside perspective. That puts me in the position of either having to abandon it and accept that I made a mistake, which I know isn't technically true, or dedicate a lot of time and energy into using its results for what was originally intended: A god-tier procedural map generator.

      Here was my plan, for anyone even remotely capable of being interested:

      1. Find the simplest set of rules that could reliably be used to define the most rudimentary map structure for doom gameplay purposes (hence, "minimalism").
      2. Figure out additional, higher-level rules/constraints for further shaping such structures into fun encounters (which the minimalism thread submissions were meant to explore).
      3. Apply post-processing to the resulting backbone map for added detailing, gameplay enhancements and dynamics, and to basically make it no longer resemble a minimalistic mess. The idea was that ANY well-built minimalist map can be reliably translated into a well-built "regular" map, by another set of simple rules (which I nearly have ironed out).
      I actually have the map generation base code all written up, but I realized this would be a project I'd have to commit to, so I'd want to have more reason than just 'because it seemed cool'. That was when I realized:
      1. There will NEVER be a shortage of decent maps. What functional use is even the best map generator if there's already more decent maps than a single person could reasonably be expected to consume?
      2. If the function is instead for the mapping community, then even if such a map generator exists, would it really raise the mapping quality bar? Or would it just cheapen map making and diminish accessibility, thus ultimately hurting the community?
      3. Would not my real reason for then making such a thing, other than to practice coding (which heaven knows I have no shortage of practice opportunities for), end up just being to prove a stupid point that no one will care about?
      Long story short, I'm abandoning this as well. Need to address non-hobby priorities before deciding what to do next, anyway...

    3. jute

      jute

      I think your map generator plans are quite interesting and don't find your arguments against it particularly compelling (not that that means anything to you).

    4. Tuxlar

      Tuxlar

      jute said:

      I think your map generator plans are quite interesting and don't find your arguments against it particularly compelling (not that that means anything to you).

      Well I agree it's interesting, otherwise I wouldn't have started it. I just can't find a flaw in my argument, which is my decision basis...

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